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Searched refs:ubAttackingHand (Results 1 – 11 of 11) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DWeapons.cc367 pObj = &(pSoldier->inv[pSoldier->ubAttackingHand]); in CheckForGunJam()
404 DeductAmmo( pSoldier, pSoldier->ubAttackingHand ); in CheckForGunJam()
444 if ( pSoldier->ubAttackingHand == SECONDHANDPOS ) in OKFireWeapon()
446 if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) ) in OKFireWeapon()
767 if ( pSoldier->ubAttackingHand == HANDPOS ) in UseGun()
824 DeductAmmo( pSoldier, pSoldier->ubAttackingHand ); in UseGun()
1022 pSoldier->inv[ pSoldier->ubAttackingHand ].bStatus[ 0 ]--; in UseGun()
1487 if ( !EnoughAmmo( pSoldier, TRUE, pSoldier->ubAttackingHand ) ) in UseLauncher()
1588 usItem = attacker->inv[attacker->ubAttackingHand].usItem; in DoSpecialEffectAmmoMiss()
2091 pInHand = &(pSoldier->inv[pSoldier->ubAttackingHand]); in CalcChanceToHitGun()
[all …]
H A DLOS.cc1828 ubAmmoType = pFirer->inv[pFirer->ubAttackingHand].ubGunAmmoType; in BulletHitMerc()
2271 if (pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ].ubGunAmmoType == AMMO_HE) in HandleBulletStructureInteraction()
2335 switch (pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ].ubGunAmmoType) in HandleBulletStructureInteraction()
2388 if (pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ].ubGunAmmoType == AMMO_HE) in CTGTHandleBulletStructureInteraction()
2408 switch (pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ].ubGunAmmoType) in CTGTHandleBulletStructureInteraction()
3340 if (FindAttachment( &(pFirer->inv[pFirer->ubAttackingHand]), DUCKBILL ) != NO_SLOT) in FireBulletGivenTarget()
3432 pBullet->ubItemStatus = pFirer->inv[pFirer->ubAttackingHand].bStatus[0]; in FireBulletGivenTarget()
3452 pBullet->iRange = GunRange(pFirer->inv[pFirer->ubAttackingHand]); in FireBulletGivenTarget()
H A DSoldier_Ani.cc658 if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) ) in AdjustToNextAnimationFrame()
853 pSoldier->ubAttackingHand = HANDPOS; in AdjustToNextAnimationFrame()
854 pSoldier->usAttackingWeapon = pSoldier->inv[pSoldier->ubAttackingHand].usItem; in AdjustToNextAnimationFrame()
860 pSoldier->ubAttackingHand = SECONDHANDPOS; in AdjustToNextAnimationFrame()
861 pSoldier->usAttackingWeapon = pSoldier->inv[pSoldier->ubAttackingHand].usItem; in AdjustToNextAnimationFrame()
H A DHandle_Items.cc280 OBJECTTYPE& wpn = s->inv[s->ubAttackingHand]; in HandleItem()
782 IsDetonatorAttached(&s->inv[s->ubAttackingHand])) in HandleItem()
917 s->ubAttackingHand = HANDPOS; in HandleItem()
H A DSoldier_Control.h345 UINT8 ubAttackingHand; member
H A DLoadSaveSoldierType.cc81 EXTR_U8(d, s->ubAttackingHand) in ExtractSoldierType()
602 INJ_U8(d, s->ubAttackingHand) in InjectSoldierType()
H A DSoldier_Create.cc951 s.ubAttackingHand = HANDPOS; in InitSoldierStruct()
H A DSoldier_Control.cc2173 …getWeapon(pSoldier->inv[ pSoldier->ubAttackingHand].usItem)->ubShotsPerBurst, pSoldier->inv[ pSold… in EVENT_FireSoldierWeapon()
2184 if (pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunAmmoType == AMMO_BUCKSHOT) in EVENT_FireSoldierWeapon()
H A DTurn_Based_Input.cc1902 if (sel) ReloadWeapon(sel, sel->ubAttackingHand); in HandleModAlt()
H A DOverhead.cc5638 pSoldier->ubAttackingHand = HANDPOS; in InternalReduceAttackBusyCount()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TacticalAI/
H A DAttacks.cc1354 if ( GCM->getItem(pSoldier->inv[pSoldier->ubAttackingHand].usItem)->isThrowingKnife() ) in EstimateShotDamage()
1360 ubAmmoType = pSoldier->inv[pSoldier->ubAttackingHand].ubGunAmmoType; in EstimateShotDamage()
1445 switch (pSoldier->inv[pSoldier->ubAttackingHand].usItem) in EstimateShotDamage()